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Start to add hit impact on the sample
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#pragma once
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#include "CoreMinimal.h"
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#include "CogSampleDamageableInterface.generated.h"
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//--------------------------------------------------------------------------------------------------------------------------
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USTRUCT(BlueprintType)
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struct FCogSampleDamageEventParams
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite)
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float MitigatedDamage = 0;
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UPROPERTY(BlueprintReadWrite)
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float UnmitigatedDamage = 0;
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UPROPERTY(BlueprintReadWrite)
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AActor* DamageDealer = nullptr;
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UPROPERTY(BlueprintReadWrite)
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AActor* DamageReceiver = nullptr;
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};
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCogSampleDamageEventDelegate, const FCogSampleDamageEventParams&, Params);
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//--------------------------------------------------------------------------------------------------------------------------
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UINTERFACE(MinimalAPI, Blueprintable)
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class UCogSampleDamageableInterface : public UInterface
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{
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GENERATED_BODY()
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};
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//--------------------------------------------------------------------------------------------------------------------------
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class ICogSampleDamageableInterface
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{
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GENERATED_BODY()
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public:
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virtual void HandleDamageReceived(const FCogSampleDamageEventParams& Params) {}
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virtual void HandleDamageDealt(const FCogSampleDamageEventParams& Params) {}
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};
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